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Is it possible to age a character - forward or back - through an event? or is it console only? Tried a few combinations of things and got nothing.
It is not currently possible to change a character's date of birth except via the console, and thus not possible to change their age.
 
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EDIT: Fixed it

How do you write a culture conversion event for provinces? I've been trying to do it for the elder kings mod and failing.

Basically, I want it to cost 500 only happen once, Pastebin is here http://pastebin.com/SbxV54h0

  1. namespace = LGSP
  2. id = LGSP_001
  3. desc = falmer001desc
  4. picture = GFX_evt_culture_change
  5. trigger = {
  6. only_playable = TRUE
  7. had_character_flag = {flag = falmer_exposed days = 90 }
  8. }
  9. #These are what you can click
  10. option = {
  11. name = falmer_001_opt1_text
  12. wealth = -500
  13. owner = {
  14. top_liege = {
  15. culture = PREV
  16. }
  17. NOT = { culture = ROOT }
  18. religion = ROOT
  19. }
  20. any_neighbor_province = {
  21. has_owner = yes
  22. ROOT = {
  23. owner = {
  24. culture = PREVPREV
  25. }
  26. }
  27. owner = {
  28. ROOT = {
  29. owner = {
  30. culture = PREVPREV
  31. }
  32. }
  33. }
  34. NOR = {
  35. has_province_modifier = depopulated_1
  36. has_province_modifier = depopulated_2
  37. has_province_modifier = depopulated_3
  38. }
  39. }
  40. }
  41. option = {
  42. name = falmer_001_opt2_text
  43. }
 
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Trying to restrict an option to become available only if the decision taker has a living child. Unfortunately, the following trigger text doesn't seem to do the job. Any ideas? Using num_of_children = 1 doesn't seem to do the job either, but that might just be something I've done.
trigger = { any_courtier = {
limit = {
is_child_of = ROOT
is_ill = no
NOT = { trait = inbred }
is_abroad = no
} }
 
Trying to restrict an option to become available only if the decision taker has a living child. Unfortunately, the following trigger text doesn't seem to do the job. Any ideas? Using num_of_children = 1 doesn't seem to do the job either, but that might just be something I've done.
trigger = { any_courtier = {
limit = {
is_child_of = ROOT
is_ill = no
NOT = { trait = inbred }
is_abroad = no
} }
I think your code don't match your purpose. If the character that receives the event need to have at lieast one living child, use

Code:
trigger = {
  any_child = {
    is_alive = yes
  }
}

Specially you don't use limit in triggers/conditions, only in effects. (I don't know if num_of_children also counts dead children).
 
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I wanted to add a new decision event with a new namespace

but when I run it I just crash ended so I found out with Validator that my new namespace is not valid to that mod.

Isnt it suppose to just validate it even if it is new namespace? Does anyone have idea what could I possibly done wrong?

my new event txt file starts with namespace = mynamespace

====updates======

so I made a new mod file and tried the same thing but it keeps saying my name space is not valid!!

help I am stuck here!!!

=====updates=====

omg....

my first event was missing closing } ......

that makes my whole fucking file invalid...... jesus christ.....

I hope no one else does the same mistake like I did
 
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Hypothetical before I start my Mod : Does the Map have to be Landscape? I know I can expand it beyond the boarders, but would it work if I changed the orientation to Portrait? It would work better for the idea I have in my head...
 
in the province history files, how does "max_settlements = n" relate with the titles files? With the changes in Reaper's where you can keep adding holdings, does this line matter much? Can I just control holding counts with landed_titles.txt?

tl;dr not sure what max_settlements does exactly that landed_titles doesnt
 
in the province history files, how does "max_settlements = n" relate with the titles files? With the changes in Reaper's where you can keep adding holdings, does this line matter much? Can I just control holding counts with landed_titles.txt?

tl;dr not sure what max_settlements does exactly that landed_titles doesnt
max_settlements sets the number of available holding slots before Reaper's Due events. There still needs to be a baseline even though these events exist. The number of barony titles defined in landed_titles does not have any impact on available holding slots. Indeed, I believe you need to define extra baronies because of the possibility of extra holding slots being added by event.
 
Hypothetical before I start my Mod : Does the Map have to be Landscape? I know I can expand it beyond the boarders, but would it work if I changed the orientation to Portrait? It would work better for the idea I have in my head...

As far as I know the map can be any height vs width. I made an almost square shaped map so..
 
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As far as I know the map can be any height vs width. I made an almost square shaped map so..
It does have to be multiples of 256 though AFAIK. The map is currently 3072x2048, but 2048x3072 or 2048x4096 or whatever should work fine too.
 
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Can someone tell me why the Dynasties are not working for my new culture?

Heres my cluture

"Aegyptian = {
graphical_cultures = { aegyptiangfx }

color = { 0.7 0.6 0.3 }"

And then the names and all that, and that part is working fine



Then here is my Dynasties file, I have these in a different file than the other dynasties


1999192839 = {
name="Sekhemib"
culture = Aegyptian
}
1999192840 = {
name="Merneferre"
culture = Aegyptian
}
1999192841 = {
name="Akeperenre"
culture = Aegyptian
}
1999192842 = {
name="Djehutime"
culture = Aegyptian
}
1999192843 = {
name="Khahotep"
culture = Aegyptian
}
1999192844 = {
name="Kheperkare"
culture = Aegyptian
}
1999192845 = {
name="Hsekiu"
culture = Aegyptian
}


And a bunch more of the same, but for some reason the only dynasty that pops up in game is blank, and has all the spawned characters a part of it
 
Is it possible to turn off an decision once you reach a specific number of kids?

I've got an asexual reproduction decision but want to expand it so that you can only create 'kids' up till you have 3.
 
Is it possible to turn off an decision once you reach a specific number of kids?

I've got an asexual reproduction decision but want to expand it so that you can only create 'kids' up till you have 3.

Not = { num_of_children = 3 } either in potebtial or in allow, depending on if you want the decision to remain freyed in the panel or just disappear
 
How do I mod a character to make the game start with them as the marshal i've tried ever since I downloaded conclave the AI picks the council I don't like that

225005 = {
name="Muzaffar ad-Din Gokbori"
# AKA: Gokbori
historical=yes
dynasty=1053012
martial=6
diplomacy=5
intrigue=5
stewardship=5
learning=5
religion="sunni"
culture="turkish"
father=224998
prestige=100
piety=100
is_powerful_vassal = yes
disallow_random_traits=yes
can_be_marshal = yes
trait="strategist"
trait="skilled_tactician"
trait="experimenter"
trait="brave"
trait="charitable"
trait="hunter"
trait="sympathy_pagans"
trait="quick"
trait="ashari"
1154.1.1={
birth="1154.1.1"
add_pressed_claim=b_arbil
}
1168.8.1={
employer=144030
add_title=b_harran
effect={
give_job_title=job_marshall
}
}
1182.1.1={
employer=226000
effect={
give_job_title=job_marshall

}
}
1182.7.1={
add_trait="mujahid"
}
1186.1.1={
add_spouse=226057
add_title=b_samsat
add_title=b_edesurfa
}
1187.1.1={
employer=226000
effect={
give_job_title=job_marshall
}
}
1190.1.1={
remove_title=b_samsat
remove_title=b_edesurfa
add_title=b_arbil
}
1233.1.1={
death="1233.1.1"
}
}
 

Attachments

  • turkish.txt
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